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Remove all respawn and re-enforcement timers in Front Lines


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Poll: Should Respawn and Re-Enforcement timers be removed? (46 members have cast votes)

You have to complete 100 battle in order to participate this poll.

Agree or Disagree

  1. Agree (7 votes [15.22%])

    Percentage of vote: 15.22%

  2. Disagree (39 votes [84.78%])

    Percentage of vote: 84.78%

Should there be a limited number of respawns?

  1. Yes (8 votes [17.39%])

    Percentage of vote: 17.39%

  2. No (37 votes [80.43%])

    Percentage of vote: 80.43%

  3. Not Sure (1 vote [2.17%])

    Percentage of vote: 2.17%

Vote Hide poll

theSparatan117 #1 Posted Apr 19 2019 - 03:17

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Tired of having to throw away a tank just to play the objective, and then taking it up the [edited] in "waiting to respawn"...

 

Why can't we just allow this complete spam fest to take place and set the rewards/economy accordingly. Works completely fine in Battlefield... no reason it wouldn't work here.

 

Edit: for those of you who just blazed through this... I'm talking about removing the egregious time it takes to respawn... not the respawn system itself. 



Christojojo #2 Posted Apr 19 2019 - 03:19

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Nope. The game is fun. Frontlines would be perfect if players cooperated and not throw away a tank. Well... and ban wheelies. I wnat to play tanks not Hot wheels.

Edited by Christojojo, Apr 19 2019 - 03:35.


theSparatan117 #3 Posted Apr 19 2019 - 03:21

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View PostChristojojo, on Apr 18 2019 - 21:19, said:

Frontlines would be perfect if players cooperated and not throw away a tank.

 

Then what's the point of having respawn. If you want strategic play, go play Grand Battles...



Ortinoth_ #4 Posted Apr 19 2019 - 03:34

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FL is supposed to be a break and fun mode away from the normal randoms - if you want competive play do tournements or stronghold or even clan wars .. so if down votes were allowed this would get -10 from me

 



Christojojo #5 Posted Apr 19 2019 - 03:35

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View PosttheSparatan117, on Apr 18 2019 - 21:21, said:

 

Then what's the point of having respawn. If you want strategic play, go play Grand Battles...

 

You explained what the difference was in your question. It is not as strategic.

Hellsfog #6 Posted Apr 19 2019 - 04:07

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View PosttheSparatan117, on Apr 18 2019 - 21:17, said:

Tired of having to throw away a tank just to play the objective, and then taking it up the [edited] in "waiting to respawn"...

 

Why can't we just allow this complete spam fest to take place and set the rewards/economy accordingly. Works completely fine in Battlefield... no reason it wouldn't work here.

 

Die less quickly and less often. This is rarely a problem for me.

spud_tuber #7 Posted Apr 19 2019 - 04:10

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What's the point of the respawn timer if you have available tanks, and why does it vary in length?

theSparatan117 #8 Posted Apr 19 2019 - 04:26

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View PostOrtinoth_, on Apr 18 2019 - 21:34, said:

FL is supposed to be a break and fun mode away from the normal randoms - if you want competive play do tournements or stronghold or even clan wars .. so if down votes were allowed this would get -10 from me

 

Take a second to read the title again. 

 

Not remove respawn and the timer.... remove the timer on both... 



SporkBoy #9 Posted Apr 19 2019 - 04:54

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You could try not taking so much dmg and getting dead so quickly.

01LT #10 Posted Apr 19 2019 - 05:00

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no its part of that mode of play. What should be done is remove regenerating  med and repair kits. And why have caps in regular game if capping is rarely done.

the most funnest thing in this game is seeing a team get capped on with 13 live players. all on the other side of map in some corridor or on a hill ignoring cap.



Baron_Von_Cheeto #11 Posted Apr 19 2019 - 05:10

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What is funny is people complaining about everything about this game. The server begged for front line to be back and they bring it back. And now you want to change it. Front line is here to make you credits. So you can play all the t8’s you like to play on a even playing field with no t9 or 10’s. So you have credits in your account so u don’t have to spend money or do long credit grinds to get up the lines. And also to grind crews so you have good crews in your t9’ and 10’s.Just grind credits and have fun. Or wait maybe your fun is not playing but, complaining about everything and anything. Ok I get it now. 

g327 #12 Posted Apr 19 2019 - 05:22

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The highest-value rewards of the game are attacking/winning and defending the cap. 

 

(The object of FL is not to win but to achieve ranks but that is a discussion for another post)

 

Attacking/defending the cap implies close quarter fighting; however, there are a lot of players who hang out on ridgelines several hundred yards away and fire at tanks for the primary purpose of farming. I get why players do that so it's not going to change, even though long-distance on-the-cap-farming is not likely WoT's intended spirit of the game.

 

But it is really frustrating for those that try to play the intended goal of attack/defend the caps to get taken out by cap farmers. Because battling for the cap is a primary intention of FL, the penalty (long respawn, etc) could be the different for players destroyed at the cap as it is for players not battling for the cap.

 

I really would like it if any tank (attacker/defender) that is destroyed in the cap and w/in 50 meters of the cap would be able to re-spawn immediately, no damage time-out or cue line timer.

The zero spawn/cue time would apply only to those tanks; everything else would remain as is for tanks destroyed outside of 50 meters of the cap. And it would not take away from the farmers.

 

 

 



GeorgePreddy #13 Posted Apr 19 2019 - 05:41

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How about leave a really good thing alone instead of trying to mess it up ?

WileyCat #14 Posted Apr 19 2019 - 06:24

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View PostGeorgePreddy, on Apr 18 2019 - 22:41, said:

How about leave a really good thing alone instead of trying to mess it up ?

 

yeah one side completly disadvantaged is good

Ash_Canadian #15 Posted Apr 19 2019 - 12:44

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View Postg327, on Apr 18 2019 - 23:22, 

 

I really would like it if any tank (attacker/defender) that is destroyed in the cap and w/in 50 meters of the cap would be able to re-spawn immediately, no damage time-out or cue line timer.

The zero spawn/cue time would apply only to those tanks; everything else would remain as is for tanks destroyed outside of 50 meters of the cap. And it would not take away from the farmers.

 

I agree this would be an improvement and incentive.



cheapbooks #16 Posted Apr 19 2019 - 14:30

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some of the wait times to respawn are too long.

latvius #17 Posted Apr 19 2019 - 14:37

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If you don't have the timer people will just suicide over and over.  Limiting the # of respawns goes against the game mode design, it's designed to be different than a traditional match where death is permanent.  FL is more of a forgiving mode, meaning you can make mistakes and recover as long you spread them out so you don't run out of spare tanks.

F0R_M07H3R_RU5514 #18 Posted Apr 19 2019 - 14:54

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I wouldn't mind if the recharge circle timer were reduced, but the respawn mechanic weeks well enough as it is.

 

One thing I would like to see ... If an event records the player clicking on the 'desert' button, that's a 15m timeout.



Flarvin #19 Posted Apr 19 2019 - 15:29

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View PostWileyCat, on Apr 19 2019 - 00:24, said:

 

yeah one side completly disadvantaged is good

 

What? It’s the same for both sides. 

 

If one team’s players go and get killed very fast, that team should be “completely disadvantaged.”

 

So we need to dumb down FL, because some players throw away their tanks? 



Christojojo #20 Posted Apr 20 2019 - 21:56

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View PostFlarvin, on Apr 19 2019 - 09:29, said:

 

What? It’s the same for both sides. 

 

If one team’s players go and get killed very fast, that team should be “completely disadvantaged.”

 

So we need to dumb down FL, because some players throw away their tanks? 

 

Sometimes Flarvin,y ou are pure truthful wisdom. +1




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